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Heoun-taek Lim

dblp:207/7267 · DBLP profile ↗
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6ranked-venue papers
1as first author
1since 2021 · last 2021
0000-0002-0267-395XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 62% Multimedia systems and quality of experience · 38%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive media
VR sickness assessment
0.922021
Towards a Better Understanding of VR Sickness: Physical Symptom Prediction for VR Contents · AAAI 2021
VRSA Net: VR Sickness Assessment Considering Exceptional Motion for 360° VR Video · IEEE Trans. Image Process. 2019
Multimedia systems and quality of experience
objective quality assessment
0.412019
VRSA Net: VR Sickness Assessment Considering Exceptional Motion for 360° VR Video · IEEE Trans. Image Process. 2019

Methods — techniques the papers use, named apart from their topics

deep learning · 0.5deep generative model · 0.4VR video generator · 0.4VR sickness score predictor · 0.4
YearPublicationVenuePosition
2021 Towards a Better Understanding of VR Sickness: Physical Symptom Prediction for VR Contents
abstract
We address the black-box issue of VR sickness assessment (VRSA) by evaluating the level of physical symptoms of VR sickness. For the VR contents inducing the similar VR sickness level, the physical symptoms can vary depending on the characteristics of the contents. Most of existing VRSA methods focused on assessing the overall VR sickness score. To make better understanding of VR sickness, it is required to predict and provide the level of major symptoms of VR sickness rather than overall degree of VR sickness. In this paper, we predict the degrees of main physical symptoms affecting the overall degree of VR sickness, which are disorientation, nausea, and oculomotor. In addition, we introduce a new large-scale dataset for VRSA including 360 videos with various frame rates, physiological signals, and subjective scores. On VRSA benchmark and our newly collected dataset, our approach shows a potential to not only achieve the highest correlation with subjective scores, but also to better understand which symptoms are the main causes of VR sickness.
Hak Gu Kim, Sangmin Lee 0001, Seongyeop Kim, Heoun-taek Lim, Yong Man Ro
AAAI4
2020 Deep Virtual Reality Image Quality Assessment With Human Perception Guider for Omnidirectional Image
abstract
In this paper, we propose a novel deep learning-based virtual reality image quality assessment method that automatically predicts the visual quality of an omnidirectional image. In order to assess the visual quality in viewing the omnidirectional image, we propose deep networks consisting of virtual reality (VR) quality score predictor and human perception guider. The proposed VR quality score predictor learns the positional and visual characteristics of the omnidirectional image by encoding the positional feature and visual feature of a patch on the omnidirectional image. With the encoded positional feature and visual feature, patch weight and patch quality score are estimated. Then, by aggregating all weights and scores of the patches, the image quality score is predicted. The proposed human perception guider evaluates the predicted quality score by referring to the human subjective score (i.e., ground-truth obtained by subjects) using an adversarial learning. With adversarial learning, the VR quality score predictor is trained to accurately predict the quality score in order to deceive the guider, while the proposed human perception guider is trained to precisely distinguish between the predictor score and the ground-truth subjective score. To verify the performance of the proposed method, we conducted comprehensive subjective experiments and evaluated the performance of the proposed method. The experimental results show that the proposed method outperforms the existing two-dimentional image quality models and the state-of-the-art image quality models for omnidirectional images.
Hak Gu Kim, Heoun-taek Lim, Yong Man Ro
IEEE Trans. Circuits Syst. Video Technol.2
2019 Binocular Fusion Net: Deep Learning Visual Comfort Assessment for Stereoscopic 3D
abstract
In this paper, we propose a novel deep learning-based visual comfort assessment (VCA) for stereoscopic images. To assess the overall degree of visual discomfort in stereoscopic viewing, we devise a binocular fusion deep network (BFN) learning binocular characteristics between stereoscopic images. The proposed BFN learns the latent binocular feature representations for the visual comfort score prediction. In the BFN, the binocular feature is encoded by fusing the spatial features extracted from left and right views. Finally, the visual comfort score is predicted by projecting the binocular feature onto the subjective score space. In addition, we devise a disparity regularization network (DRN) for improving the prediction results. The proposed DRN takes the binocular feature from the BFN and estimates disparity maps from the feature in order to embed disparity relations between left and right views into the deep network. The proposed deep network with BFN and DRN is end-to-end trained in a unified framework in which the DRN acts as disparity regularization. We evaluated the prediction performance of the proposed deep network for VCA by the comparison of existing objective VCA metrics. Further, we demonstrated that the proposed BFN showed various factors causing visual discomfort by using network visualization.
Hak Gu Kim, Hyunwook Jeong, Heoun-taek Lim, Yong Man Ro
IEEE Trans. Circuits Syst. Video Technol.3
2019 VRSA Net: VR Sickness Assessment Considering Exceptional Motion for 360° VR Video
abstract
The viewing safety is one of the main issues in viewing virtual reality (VR) content. In particular, VR sickness could occur when watching immersive VR content. To deal with the viewing safety for VR content, objective assessment of VR sickness is of great importance. In this paper, we propose a novel objective VR sickness assessment (VRSA) network based on deep generative model for automatically predicting the VR sickness score. The proposed method takes into account motion patterns of VR videos in which an exceptional motion is a critical factor inducing excessive VR sickness in human motion perception. The proposed VRSA network consists of two parts, which are VR video generator and VR sickness score predictor. By training the VR video generator with common videos with non-exceptional motion, the generator learns the tolerance of VR sickness in human motion perception. As a result, the difference between the original and the generated videos by the VR video generator could represent exceptional motion of VR video causing VR sickness. In the VR sickness score predictor, the VR sickness score is predicted by projecting the difference between the original and the generated videos onto the subjective score space. For the evaluation of VR sickness assessment, we built a new dataset which consists of 360° videos (stimuli), corresponding physiological signals, and subjective questionnaires from subjective assessment experiments. Experimental results demonstrated that the proposed VRSA network achieved a high correlation with human perceptual score for VR sickness.
Hak Gu Kim, Heoun-taek Lim, Sangmin Lee 0001, Yong Man Ro
IEEE Trans. Image Process.2
2018 VR IQA NET: Deep Virtual Reality Image Quality Assessment Using Adversarial Learning
abstract
In this paper, we propose a novel virtual reality image quality assessment (VR IQA) with adversarial learning for omnidirectional images. To take into account the characteristics of the omnidirectional image, we devise deep networks including novel quality score predictor and human perception guider. The proposed quality score predictor automatically predicts the quality score of distorted image using the latent spatial and position feature. The proposed human perception guider criticizes the predicted quality score of the predictor with the human perceptual score using adversarial learning. For evaluation, we conducted extensive subjective experiments with omnidirectional image dataset. Experimental results show that the proposed VR IQA metric outperforms the 2-D IQA and the state-of-the-arts VR IQA.
Heoun-taek Lim, Hak Gu Kim, Yang Man Ra
ICASSP1
2017 Measurement of exceptional motion in VR video contents for VR sickness assessment using deep convolutional autoencoder
abstract
This paper proposes a new objective metric of exceptional motion in VR video contents for VR sickness assessment. In VR environment, VR sickness can be caused by several factors which are mismatched motion, field of view, motion parallax, viewing angle, etc. Similar to motion sickness, VR sickness can induce a lot of physical symptoms such as general discomfort, headache, stomach awareness, nausea, vomiting, fatigue, and disorientation. To address the viewing safety issues in virtual environment, it is of great importance to develop an objective VR sickness assessment method that predicts and analyses the degree of VR sickness induced by the VR content. The proposed method takes into account motion information that is one of the most important factors in determining the overall degree of VR sickness. In this paper, we detect the exceptional motion that is likely to induce VR sickness. Spatio-temporal features of the exceptional motion in the VR video content are encoded using a convolutional autoencoder. For objectively assessing the VR sickness, the level of exceptional motion in VR video content is measured by using the convolutional autoencoder as well. The effectiveness of the proposed method has been successfully evaluated by subjective assessment experiment using simulator sickness questionnaires (SSQ) in VR environment.
Hak Gu Kim, Wissam J. Baddar, Heoun-taek Lim, Hyunwook Jeong, Yong Man Ro
VRST3